Overview
Gorge Recalibrated places the two players on a line across a highland landscape. A 103 m ravine separates two raised 19 m sides, with cliff edges built facing the gap. The map can rotate its axis, but the strategic relationship is constant: highland objectives and the usable approaches through the ravine matter more than a simple straight-line distance.
This is a land map with a terrain-control economy. Gold, settlements, relics, and bonus hunt are placed on the highlands and kept clear of cliff edges, so controlling passes is more valuable than treating the middle as a flat open field.
Highlands, Cliffs & Routes
Two raised highlands face the central ravine, with short cliff sections breaking up their facing edges. The cliffs are local impassable barriers; ramps and uncliffed or blended openings provide the usable routes between highland-side objectives. Exact cliff and pass geometry varies by generation, so the overhead is an example of the intended ravine rather than a fixed lane diagram.
Each highland gets a large rear forest and many cliff-edge forest attempts. Resources avoid impassable terrain and typically keep 10–20 m from hill edges, preserving approach space while making the ridge lines strategically dense.
Food
Documented finite land Food ranges from 22,200 to 38,300, with 30,250 expected. It combines mirrored opening spotted deer or boar packages, chickens, berries, a shared goat-or-cow herd type, two close hunt groups per player, one bonus hunt on each highland, far berries, later herdables, wolves, and bears. Golden-pheasant placement remains described but is excluded pending canonical capacity support. The confirmed 28,700 Food observation reconciles with this variable economy.
| Package | Map total | Geography |
|---|---|---|
| Opening | Spotted deer or boar mix; 10–14 chickens; 12–14 berries | Near each player and tower-safe |
| Close hunt | Two groups per player of spotted deer or boar | 50–80 m from players |
| Highland hunt | Two branch-selected groups | 70–120 m, forced onto highlands and clear of cliff edges |
| Later Food | Far berries, herdables, wolves, bears | 70–90 m and beyond, on navigable highland ground |
Wood
Wood is deliberately abundant but route-bound. The map attempts 100 small cliff forests, two large rear forests, six 35–45-tile starting forests, eighteen 40–55-tile hill forests, and six 10–15-tile tiny forests, plus stragglers. Forest areas avoid water, Town Centers, settlements, and impassable ground; hill forests also keep 5–10 m from cliff edges. The observed 259,766 Wood is one seed, not a fixed conversion from area requests.
Gold Mines
A complete source layout has 54,000 Gold: two 3,000-Gold starts and eight 6,000-Gold large mines. For each highland, two paired large mines per player start at 55 m and are forced onto the raised ground, clear of cliff edges, tower safety, settlement space, corners, and other Gold by 60 m. The observed 54,000 Gold exactly matches the complete request.
Settlements & Map Control
Four settlements are attempted, two per player: one for each highland package at 80–145 m. They stay on the highlands, avoid cliff edges, tower safety, and the King-of-the-Hill centre. A shared side assignment pairs the corresponding player objectives, while a directional bias gives each settlement a different defensive, aggressive, forward, or backward character.
Relics
Four relics are attempted, two per player, each associated with a highland. They begin at least 80 m from players, seek 80 m separation, avoid water, impassable terrain, settlement space, tower safety, and a 10 m hill-edge buffer. Their location turns the highland routes into scouting and control objectives.
This overview reads the current Gameathlon Athens 1.4 Gorge XS/XML and checks it against one user-confirmed 1.4 Scenario Editor workbook row and overhead. It supports the highland/ravine geometry, requested object packages, documented placement bands, and complete Gold request. It does not guarantee constrained placements or turn the one overhead into a universal route map.
- Official game stringQuoted game copy
- Game script inspectionPlacement rules and requested ranges
- Scenario Editor observationScenario Editor totals and layout
- Derived calculationTransparent calculations from sourced values
- Strategic analysisPlayer-facing interpretation